When dealing with touches in SKNodes, sometimes it would be useful in the touchesBegan method of a node to let a touch "fall through" to whatever node(s) may be below it (that also handle touches). In other words, for a node to say "I'm not handling this touch, pass it to other nodes below me, if there are any".
In Cocos2d this is supported. However, it doesn't seem to be supported in SpriteKit.
The UIResponder documentation says: "The default implementation of this method does nothing. However immediate UIKit subclasses of UIResponder, particularly UIView, forward the message up the responder chain. To forward the message to the next responder, send the message to super (the superclass implementation); do not send the message directly to the next responder."
This would indicate that in order to "not handle" the touch, and let it "fall through", you would simply call the super implementation of touchesBegan from the derived class implementation. However, doing so does nothing. The touch is still swallowed by the node, and not passed to anything else. (I'm guessing the implementation of SKNode is empty.)
Is this yet another limitation of SpriteKit, and there's basically no way around it (other than implementing your own touch handler by catching touches at the scene level and then passing it to its child nodes as needed)?